Professional Documents
Culture Documents
1 Introduction
Tourism areas around the globe have always been facing similar challenges when
promoting their destination—prospective visitors have to be convinced to visit
a destination and its attractions from afar. In recent years, however, the role
technology plays in this process has significantly changed. In particular, the rapid
dissemination of the Internet has had a fundamental impact on how travellers plan
and book trips (Buhalis & Law, 2008). This effect has further intensified through
the growing emergence of Social Media and Web 2.0 applications to the point that
people today actively influence the reputation and standing of a destination by
publicly posting relevant reviews, videos and photos (Boyd & Ellison, 2007). Yet,
even with this rather technology-oriented destination marketing, competition
between destinations is high and so marketers continuously search for new, more
emotional and immersive ways of promoting their products (Hays, Page, & Buhalis,
2013). Virtual Reality (VR) may be seen as one such technology that has the
potential to significantly change the way Destination Management Offices
(DMO) advertise their region. Head Mounted Displays (HMD), transport the wearer
into an ‘artificial world’ where he/she is able to interact with and experience digital
content at a different level of immersion (Fox, Arena, & Bailenson, 2009). HMDs
are designed to isolate the user from outside influences. This enhances the per-
ception of presence in a virtual environment and intensifies the experience. For
Facebook founder and CEO Mark Zuckerberg VR is thus “the next major com-
puting and communication platform after phones”.1 This prediction led him to
invest two billion US Dollars in Oculus VR, a company known for their high-end
virtual reality headset called Rift. A different approach is pursued by Google, who
released a design for a phone holder which transforms ordinary smartphones into
VR headsets called Google Cardboard.2
Although VR may be considered a potential new marketing channel, its
acceptance within the tourism domain is barely explored. So far the literature
defines this unorthodox way of sampling a potential product as experimental
marketing. That is, rather than looking at a destination through traditional adver-
tising media (e.g. print or electronic catalogues) consumers can actually dive in, i.e.
feel and experience, rather than just look at pictures. Consequently, travel agencies
are able to address customer needs better and more directly. Given the novelty and
immersion of this experience, the effect is particularly strong. In addition, people
are unfamiliar to these types of experiences and thus have not built up resistances
against marketing stimuli through VR interfaces (Pine & Gilmore, 2011). However,
as with all new technologies, VR may only be successful when it is widely
accepted. While this type of technology acceptance for VR applications has been
researched in the educational and medical sector (e.g. Kothgassner et al., 2012;
Bertrand & Bouchard, 2008), studies on VR for travelling or tourism are scarce,
mainly focusing on augmented or mixed reality applications (e.g. Haugstvedt &
Krogstie, 2012; Lee, Chung, & Jung 2015). Hence this study explores the following
research quest: “Which influencing factors constitute the acceptance of VR tech-
nologies in the context of travel planning?”
1
See Zuckerberg (2015).
2
See Simonite (2015).
Technology Acceptance of Virtual Reality … 257
2 Related Work
VR generally refers to artificial, digital worlds in which users can interact and
navigate. A VR system usually provides a real-time, viewer-centred head-tracking
perspective with a large angle of view, interactive controls, and a binocular display
(Cruz-Neira, Sandin, & DeFanti, 1993; Steuer, 1992). The users’ movements are
tracked and their surroundings are digitally rendered and visualized, according to
these movements (Fox et al., 2009). The competing term Virtual Environment
(VE) has a somewhat similar but more inclusive definition, which encompasses not
only visual stimuli but also sound, touch, and smell (Cruz-Neira et al., 1993). The
main goal of VR is to create an illusion of being in a believable environment where
users interact efficiently in performing specific tasks. Two main factors are nec-
essary to provide a VR experience: (1) physical immersion and (2) psychological
presence. Physical immersion refers to the degree to which a user is isolated from
reality. Additional stimuli, such as 3D-sound, increase the perceived sensation of
immersion (Gutiérrez, Vexo, & Thalmann, 2008). Psychological presence refers to
the sensation of being in a VE rather than in the place the user’s physical body is
actually located (Sanchez-Vives & Slater, 2005). The user gains the sensation of
being in the VR and immerses into this new world. His/her attention shifts to the
new reality and is therefore encapsulated from external stimuli and effects. In the
literature this is often characterized as transportation. Users tend to feel immersed in
a VR when they report the sensation of arriving in the artificial world (Schuemie
et al., 2001). Presence therefore describes—on a subjective level—the extent to
which the user is feeling present in the VE.
goods. A touristic service may not be tested in advance; hence customers rely in
their booking decision solely on the descriptive information they receive through
media or social channels. Within this complex decision process, VR can help by
providing richer information. Users can travel to the virtual surrogate destination
and perceive/sense a potential visit (Berger et al., 2007). Cheong (1995) studied
persons planning to travel to an island and therefore virtually visiting different
places that fit their interest; such as the Seychelles, the Virgin Islands, Jamaica, the
Maldives, etc. People with access to this type of technology made more informed
decisions due to the richness of the available information and also had more real-
istic expectations of their future journey. This may lead to a more satisfactory
vacation for the tourist (Cheong, 1995; Williams & Hobson, 1995) and increase
success for the destination (Berger et al., 2007).
There have been applications of VR with the aim to attract tourists for over a
decade. These implementations are built upon virtual tours on websites and basi-
cally consist of simple panoramic or 360° photographs or videos. They already
provide a better and richer information experience than traditional brochures, cat-
alogues, or websites and consequently offer significant advantages for prospective
tourists (Cho, Wang, & Fesenmaier, 2002). Many studies advocate the use of such
interactive features (Fotakis & Economides, 2008; Wan, Tsaur, Chiu, & Chiou,
2007). Lee and Oh (2007) found that incorporating a virtual tour or panoramic
photos offers psychological relief to people suffering from travel anxiety, and
Thomas and Care (2005) showed that a virtual tour increases the interest in visiting
a museum physically.
In cooperation with Samsung, the Marriot Hotel Group provided a so-called
VRoom Service in selected hotel rooms. These rooms were equipped with a VR Kit,
including a Samsung VR HMD, a Samsung Galaxy Smartphone, and an exclu-
sively tailored application based on Samsung’s Milk framework. Guests in these
rooms had the opportunity to follow the adventures of three world-travellers from
the Andres Mountains to a market in Beijing over to an ice-cream shop in Rwanda.3
The combination of storytelling and VR experience led to a huge success: approx.
500 million social media impressions and over 300 million PR impressions.4 The
Thomas Cook Group already uses VR technology to promote their products in ten
selected stores in the U.K., Germany and Belgium through try-before-you-buy
tours. Their promotion for New York boosted their revenue by 190 percent.5
3
Marriott Hotels’ Samsung Gear VR postcards are little works of art disguised as adverts.
Retrieved from http://www.t3.com/news/marriott-hotels-samsung-gear-vr-postcards-are-little-
works-of-art-disguised-as-adverts.
4
See Framestore Studio (2015)
5
How Oculus and Cardboard Are Going to Rock the Travel Industry. Retrieved from http://www.
bloomberg.com/news/articles/2015-06-19/how-oculus-and-cardboard-are-going-to-rock-the-
travel-industry.
Technology Acceptance of Virtual Reality … 259
3 Methodology
Starting with Davis’ (1986) original TAM core variables, the following two
hypotheses act as a base for our research design:
H1: Perceived Ease of Use (PEOU) positively influences Behavioural Intention to
use (BI) VR technology for travel planning.
H2: Perceived Usefulness (PU) positively influences Behavioural Intention to use
(BI) VR technology for travel planning.
260 P. Disztinger et al.
Building upon more of the above mentioned previous work, this core model is
further modified and extended by adding the following independent variables
(Fig. 1): Perceived Enjoyment (PENJ), Interest (INT), Personal Innovativeness
(PI), Accessibility (ACC), Skepticism (SKE), Technology Anxiety (ANX), and
Perceived Immersion (PIM).
Within the technology acceptance literature, Perceived Enjoyment (PENJ) is
defined as the extent to which a system or service is perceived to be enjoyable.
Much of the early work in this area has been conducted in computer gaming (Davis,
Bagozzi, & Warshaw, 1992). In the past decade, however, PENJ has gained
attention in information systems research, covering a variety of application domains
such as computer usage, Internet usage, e-learning, online shopping, and instant
messaging services (Ayeh, Au, & Law, 2013). For utilitarian systems, PENJ has
been found to be the weaker predecessor to user acceptance in comparison to PEOU
and PU (Venkatesh & Davis, 2000). These systems are designed to provide mainly
instrumental value to the user. For hedonic systems, on the other hand, the main
objective is to encourage prolonged use. Within this context, a strong effect of
PENJ has been observed (van der Heijden, 2004), confirming that it is important for
fun-oriented system to be enjoyable. Thus, following Holsapple and Wu’s (2007)
categorization of VR being a hedonic rather than a utilitarian technology, the fol-
lowing hypothesis is proposed:
H3: Perceived Enjoyment (PENJ) positively influences Behavioural Intention to
Use (BI) VR technology for travel planning.
General Interest (INT) in technology is also said to positively influence the
intention to use. This construct has been applied as an extended TAM construct in
the studies of Romm-Livermore (2012) as well as Soesanto (2013). Within tourism,
Freidl (2006) included INT in order to test the acceptance of new technologies in
hotel rooms. Therefore the following hypothesis is proposed:
H4: Interest (INT) positively influences Behavioural Intention to Use (BI) VR
technology for travel planning.
Agarwal and Prasad (1998) consider Personal Innovativeness (PI) as a user’s
willingness to try new technologies. PI is considered a personal trait derived from
Roger’s Diffusion of Innovations Theory (2003). A positive effect of PI on BI in a
VR related context has been observed by Yusoff, Zaman and Ahmad (2011). Raaij
and Schepers (2008) were able to confirm the same effect for virtual learning
environments in China. Hence, the following hypothesis is proposed:
H5: Personal Innovativeness (PI) positively influences Behavioural Intention to
Use (BI) VR technology for travel planning.
Accessibility (ACC) refers to whether a technology is perceived easy to obtain
and affordable (Kothgassner et al., 2012). Karahanna and Limayem (2000) distin-
guish between physical accessibility and information accessibility. The first refer-
ring to the extent to which one has physical access to the system, the latter to the
ability to retrieve the desired information form the system. Perceived access barriers
might negatively influence the adoption of a technology, whereas easy accessibility
may support the intention to use. Hence, the following hypothesis is proposed:
H6: Accessibility (ACC) positively influences the Behavioural Intention to Use (BI)
VR technology for travel planning.
Skepticism (SKE) assesses whether a technology is perceived risky, harmful or
disadvantageous. Distrust or skepticism is not widely applied in acceptance
research. Nevertheless, Kornwachs and Renn (2011) as well as Kothgassner et al.
(2012) include SKE in their information system studies. Although, it is more
common to use trust as the positive equivalent (e.g. Gefen, Karahanna, & Straub,
2003; Jacques, Garger, Brown, & Deale, 2009; Alsajjan and Dennis, 2010) due to
the physical invasiveness of VR it is proposed that:
H7: Skepticism (SKE) negatively influences Behavioural Intention to Use (BI) VR
technology for travel planning.
According to Brown (2002) Technology Anxiety (ANX) evokes anxious and
emotional reactions when using technology. It is also defined as one’s fear of using
technology (Simonson, Maurer, Montag-Torardi, & Whitaker, 1987). The construct
has been widely used in acceptance studies, (Lee et al., 2003) also leading to its
integration to the 3rd iteration of TAM, i.e. TAM3 (Venkatesh & Bala, 2008).
Hence, it is proposed that:
H8: Technology Anxiety (ANX) negatively influences Behavioural Intention to Use
(BI) VR technology for travel planning.
262 P. Disztinger et al.
6
Google Street View: https://www.google.com/streetview/apps/.
Technology Acceptance of Virtual Reality … 263
4 Results
SPSS was used to calculate Cronbach’s alphas for the proposed constructs. All
values were above 0.6, with the lowest reliability found in SKE (0.644) and the
highest in INT (0.939). In order to test if the data reflects the model structure, a
Principle Factor Analysis was conducted. Results from the Kaiser-Meyer-Olkin
(KMO) test measuring sampling adequacy showed a low diffusion in the correlation
pattern (KMO value = 0.873). The following primal component analysis identified
eight factors that exhibited an Initial Eigenvalue > 1. In combination, these factors
were able to explain 71.818% of the total data variance. Using a Promax rotation to
generate a component matrix, the SKE items did not load to any of the identified
eight factors and the PI and INT items did load to the same factor. Consequently,
SKE items were omitted from further analysis and PI and INT were merged into one
single factor called INT. This also led to the rejection of hypotheses H5 and H7 as
they were concerned with those now oppressed variable constructs.
Focusing on the exploration of the remaining constructs a linear regression
analysis was conducted. First, an ANOVA of the individual constructs aimed at
highlighting the relationship between the different components and the dependent
variable. Results showed that except for ANX all constructs exhibited a direct
significant influence on BI (p < 0.05). Next, in order to evaluate the fit of the model,
a multiple linear regression analysis was performed (Fig. 2). The resulting R2
explains 53.6% of the total variance of BI by combining all seven factors. The
Adjusted R2 of 0.512 furthermore highlights a high cross-validity, supporting the
overall generalizability of this result (Field, 2013). Looking at the analysis in more
detail, ACC and PEOU show no significant effect on BI. Consequently, hypotheses
H1, H6 and H8 were rejected. Yet all remaining hypotheses, i.e. H2, H3, H4 and H9
are supported by the data. In particular INT (b = 0.378) and PENJ (b = 0.305)
show strong effects on BI.
Technology Acceptance of Virtual Reality … 265
The purpose of Davis’ work (1986) was to measure and confirm new predictors for
Perceived Usefulness (PU) and Perceived Ease of Use (PEOU). Even though the
initial momentum was to understand and explain the acceptance of IT systems in
the work place, his model has been applied in a wide range of fields. For this study,
TAM was adapted to VR and travel planning. Our data confirms the relationship
between PU and BI. Evidence for a direct significant effect of PEOU on BI was,
however, not provided, although PEOU was generally high rated (mean = 6.19).
A reason may be the rather low interaction time participants had with the actual
device. Once set up the HMD works hassle-free rendering usability to be less of an
issue. Enjoyment (i.e. PENJ) on the other hand was found to be a good predictor for
BI. Results support what van der Heijden (2004) and Haugstvedt and Krogstie
(2012) have already observed before: intention to use a hedonistic system is heavily
influenced by the enjoyment level it produces. Thus, the more fun it is, the higher is
one’s intention to use it. The strongest predictor of BI and subsequently for the
postulated acceptance of VR systems was found in the general interest (INT) one
has in said technology. Here it seems that VR technology is still considered
futuristic, for which a certain ‘nerdiness’ is required in order for it to be accepted.
Finally, Perceived Immersion (PIM) was found to be a valid predictor for BI. Data
suggests that the intensity of the immersion also increases the intention to use and
consequently the acceptance of the system. In summary, one may argue that VR
technology, although significantly improved, is still a (small) step away from
mass-market acceptance. Additional improvements regarding its usefulness and
enjoyment factor as well as technical upgrades with respect to technology
immersion could, however, clear the path to success.
266 P. Disztinger et al.
Some limitations of the presented research have to be considered. First, the study
has been conducted quantitatively and remotely by participants without supervision.
A qualitative setting in an experimental format could share additional valuable
insights towards the experience of such technology. Second, only one application (i.e.
Google Street View) has been used, which was not necessarily produced for marketing
destinations but rather for navigation. Third, the majority of respondents owned a
personal VR device so that a positive attitude towards VR was already given. A less
technology aware response group may have led to a different, less optimistic result.
Future work aims at tackling mentioned limitations. An already planned
experimental study setting should generate additional qualitative feedback with
respect to the planning experience. Here it is also planned to use and compare
different VR applications. Finally, an expansion towards different target groups
should highlight potential differences from an end user perspective.
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